Independent game projects
An idea,
A complete game.
Select a theme that you like, from playing sketches, 3D models to the Luau program. These projects are listed in parallel with the basic curriculum, looking back at relevant knowledge as needed, and completing a start-up, targeted and results-oriented piece of work by phase.
From idea to playable game
Game Design3D Modeling
Implementation
- Selection
- Select an item
- Development process
- 7 stages, gradual acceptance
- Final result
- A complete work that can be edited and played
Choose one project
Independent Projects
First look at the prerequisite knowledge and gameplay, and then choose an item. The following is the development tasks and acceptance route. Related basic courses provide reference operations and codes.
- 01Independent projectOptionalMysterious Island Treasure HuntDesign exploration routes to model islands, crystalstones and treasure boxes, and personal collection of progress and end-of-life tasks to complete a treasure hunt.
- 02Independent projectOptionalSky Breakthrough TowerPlanning for a layer-by-level challenge of obstacles, developing thematic platforms and organ models, completing breakout games with checkpoints, lift doors and aggregates.
- 03Independent projectOptionalRobot Camp RescueDesign rescue missions, develop camp and supply models, plan routes for NPCs and perform robotic escort games using mission status and interface.
- 04Independent projectOptionalStar Windmill BreakthroughMake a colorful route, install rotating stars, and then invite friends to challenge. Follow the 11 illustrated steps and learn to rotate the star around the Y-axis to complete a mini game that can be played over and over again.
Project 01 · Getting Started Project
Mysterious Island Treasure Hunt
Design exploration routes to model islands, crystalstones and treasure boxes, and personal collection of progress and end-of-life tasks to complete a treasure hunt.
- Prerequisite knowledge
- Be able to build Parts, use events, and understand personal task progress and HUD. It is recommended to study Lessons 1–4, 13, 15, 17, 19, and 29 first.
- Complete gameplay
- Born → Read the goal → Explore three locations → Collect three different crystals → Open the end treasure box → Display the completion results.
- Original model task
- An island scene, three kinds of crystals, an original treasure chest and a mission terminal; keep a clear name and collision area for each model.
Game design: first draw a complete play route
Write a one-page design description: what players are looking for, how to operate, and how to count success. Draw the birth point, three collection areas and the end point. The first edition is limited to only one complete treasure hunt.
Stage acceptance and inspection:One page of gameplay instructions and level sketches, from which you can walk from the starting point to the end point.
Graybox Prototype: Validate route with simple squares
First use Part to replace the island, crystal and treasure chest, and mark three collection points. Actually control the character to walk through it, adjusting the jump distance, visible target and safe return route.
Stage acceptance and inspection:A walkable gray box scene that does not rely on decoration or external models for the time being.
3D Modeling: Make your own scenes and props
Use Studio basic geometry to combine the island, treasure chest and three types of crystals, and organize them into a Model; you can also import them according to the official process after modeling in Blender. Unify scale, theme color and naming, check model orientation, fixation status and collision area.
Stage acceptance and inspection:Original scenes and three types of prop models, as well as modeling source files that can continue to be edited.
Implementation: linking collection to endpoints
First refer to the realization of personal tasks, and then reconfigure the objects and rules for this project. The server records three different crystals for each player; no points will be added for repeated collections, treasure chests cannot be opened for unfinished tasks, and rewards for completion are only issued once.
Stage acceptance and inspection:It can go from 0/3 to the completed task to close, and it's two-way independent.
Looking back at the basic lessons:Lesson 13 · Lesson 17 · Lesson 19 · Lesson 29
Interface and feedback: Let players know the next step
Display mission objectives, collection amounts and completion prompts. Add short text and lightweight particles to receive crystals; the end point description is still a few crystals away, and the result can still be understood when the sound is muted.
Stage acceptance and inspection:HUD, interactive prompts and clear completion screen.
Looking back at the basic lessons:Lesson 15 · Lesson 16 · Lesson 27
Test and Fix: Verify each critical state
The test involves repeated encounters with the same crystal, failure to collect all submissions, repeated submissions after completion, character rebirth and two-person completion respectively. Check the phone layout and record the progress of the session that resets when stopped and restarted.
Stage acceptance and inspection:Acceptance form containing actions, expectations, actual results, and repair records.
Work delivery: showing a complete play
Save the independently named editable project, reopen it and complete the process. Use three actual screenshots of starting point, collection and completion to illustrate the rules and models of your design, and list the sources of materials and known limitations.
Stage acceptance and inspection:Project documents, model source files, play descriptions, screenshots and acceptance forms.
Looking back at the basic lessons:Lesson 30
Project 02·Advanced project
Sky Breakthrough Tower
Planning for a layer-by-level challenge of obstacles, developing thematic platforms and organ models, completing breakout games with checkpoints, lift doors and aggregates.
- Prerequisite knowledge
- Master scene changes, events and interfaces, and understand checkpoints and turn states. It is recommended to study Lessons 1–6, 9, 11, 12, 15, and 26 first.
- Complete gameplay
- Enter the starting point ⁇ Start challenging across three barriers ⁇ Activate the check point ⁇ Arrival at the top of the tower ⁇ Settlement or failure to retry.
- Original model task
- Three theme platforms, a lift door, checkpoint signs and the finish podium; the collision structure is given priority to ensure playability.
Game Design: Arrange Difficulty Curves for Challenges
Determine three stages of obstacles and the learning objectives of each stage, and draw the checkpoint location. Write down the start, success, failure and retry conditions. The first version uses a fixed route and a unified countdown.
Stage acceptance and inspection:Level design diagram, rule table and difficulty progression instructions.
Ashbox prototype: proof that every segment passes first
Use ordinary parts to build jumping platforms, narrow bridges and slopes, and check the character's landing area and return route after failure. Go through all the obstacles first, then put in the timing rules.
Stage acceptance and inspection:A three-stage gray box level that can be completely passed.
3D Modeling: Unifying the Visual Theme of the Tower
Create original platform shapes, door frames, checkpoint signs and medal stands. Import the model using Studio Portfolio Modeling or Blender and examine the decorations and standable collision structures separately, keeping proportions and joints consistent.
Stage acceptance and inspection:The complete set of topic models and modeling source files does not change the verified jump distance.
Program Achieved: Connecting organ, check point and round
Allow or deny challenge operations by turn status, recording personal checkpoints for players. The lift door completes an animation before receiving the next trigger; the server checks the current status at the end point to prevent repeated settlement.
Stage acceptance and inspection:Complete challenge with checkpoints, door animations and settlement rules.
Looking back at the basic lessons:Lesson 4 · Lesson 5 · Lesson 9 · Lesson 11 · Lesson 12 · Lesson 26
Interface and feedback: explain remaining time and retry method
Display the current stage, remaining time and operation prompts. The end point gives completion feedback, and the end of time indicates when the next round will begin; the countdown display is driven by server status.
Stage acceptance and inspection:Challenge HUD, success prompts and clear failure retry instructions.
Looking back at the basic lessons:Lesson 15 · Lesson 16 · Lesson 17 · Lesson 26 · Lesson 27
Testing and Correction: You must be able to play even if you fail or join midway
Checks narrow bridge vision and hint readability using computers and cellular layouts.
Stage acceptance and inspection:The border receipt and inspection form was restored and three challenges were re-completed.
Looking back at the basic lessons:Lesson 11 · Lesson 12 · Lesson 28 · Lesson 30
Work delivery: complete demonstration from birth to settlement
Save the level project and model source files, and indicate the design purpose of each obstacle. Provide a screenshot or demonstration record of a successful and a failed retry, and explain the storage range of checkpoints and scores.
Stage acceptance and inspection:Editable projects, models, level descriptions, demonstration records and acceptance forms.
Looking back at the basic lessons:Lesson 30
Project 03 · Comprehensive project
Robot Camp Rescue
Design rescue missions, develop camp and supply models, plan routes for NPCs and perform robotic escort games using mission status and interface.
- Prerequisite knowledge
- Master server rules, personal tasks and UI, and be able to run NPC patrols and pathfinding experiments. It is recommended to study Lessons 13, 15, 17–20, 23, 24, and 28 first.
- Complete gameplay
- Accept the task → find supplies → start the robot → help it pass through the camp → reach the rescue area → receive a completion reward.
- Original model task
- Original camp, supply box, road sign and rescue station; the robot uses a Rig with Humanoid, and the decorative appearance needs to retain the movable character structure.
Game Design: Define a Completeable Rescue
Draw the supply location, robot starting point, obstacles and rescue area. The first version only has one robot and one rescue route, clarifying the player to whom the task belongs, starting conditions, arrival determination and failure retry.
Stage acceptance and inspection:Gameplay instructions, mission status diagram and camp route map.
Looking back at the basic lessons:Lesson 19 · Lesson 20 · Lesson 23
Ashbox Prototype: Confirm that robots really work.
Use Rig and simple ground validation moves, naming waypoints and endpoints. Start with a route without obstacles, and then gradually add walls, corners and sufficiently wide passages.
Stage acceptance and inspection:Gray box routes and failure feedback that NPCs can take.
3D modeling: Let the environment express task information
Make supply boxes, signs, camp buildings and rescue stations, and use colors and shapes to indicate directions. You can use Blender to create an original mesh model and then import it; the robot decoration cannot destroy the Rig structure or block the passage.
Stage acceptance and inspection:Theme scenes and original props, modeling source files and passability inspection records.
Looking back at the basic lessons:Lesson 2 · Lesson 14 · Lesson 23 · Lesson 24
Program realization: Rescue based on status
Use server status to string together acceptance, resupply, startup and arrival. Use ProximityPrompt to initiate an operation, check task qualifications and distance; check pathfinding results and actual movement results, and indicate failure and allow restarting.
Stage acceptance and inspection:A rescue mission that can be completed once, retried, and will not be rewarded repeatedly.
Looking back at the basic lessons:Lesson 13 · Lesson 17 · Lesson 18 · Lesson 19 · Lesson 20 · Lesson 23 · Lesson 24
Interface and feedback: clearly distinguish tasks and movement status
HUD displays the current mission stage, next step and robot status. Provide a readable explanation when a route fails; display a completion message upon arrival and highlight the rescue goal with lightweight effects.
Stage acceptance and inspection:Task HUD, movement failure prompts and completion feedback.
Looking back at the basic lessons:Lesson 15 · Lesson 16 · Lesson 27
Testing and Correction: Road Blocking, Connecting Points and Two-person Simultaneous Operation
The first version clearly allows only one task owner, and the second player should be given a clear hint that it does not cover the current task.
Stage acceptance and inspection:Acceptance form for normal process and error process, including task occupancy and recovery rules.
Looking back at the basic lessons:Lesson 18 · Lesson 24 · Lesson 28 · Lesson 30
Work Delivery: Explanation Model, Rules and Limitations
Save independent projects and original models to show the process from accepting the task to completing the rescue. Explain the number of robots, task occupancy rules and unimplemented extensions of the first version, and select only one improvement target for the next version.
Stage acceptance and inspection:Projects, model source files, play descriptions, actual screenshots and acceptance forms.
Looking back at the basic lessons:Lesson 30
Project 04 · 11-step illustrated tutorial
Star Windmill Breakthrough
Make a colorful route, install rotating stars, and then invite friends to challenge. Follow the 11 illustrated steps and learn to rotate the star around the Y-axis to complete a mini game that can be played over and over again.
Open the complete graphic tutorial: Stars rotate around the Z axis →
- Prerequisite knowledge
- Can insert and name Parts and run ordinary Scripts. It is recommended to read Lessons 1–4 first; the tutorial provides complete code, and you can refer back to Lessons 9, 15, and 17 when encountering events and interfaces.
- Complete gameplay
- White birth table → blue starting pad → four colored steps → avoid the rotating stars → green end point → show clearance → another round. If you hit a blade or fall off, you will return to the starting point.
- Original model task
- Use the saved star and stair: four colored columns form an eight-pointed star, and four steps lead to the narrow bridge. The star lies horizontally in the X–Z plane and rotates around the vertical world Y axis.
Game design: string reference pictures into a route
Compare the real Studio screenshot to find the saved star, Stair and white birth table. Write down where to start, how to cross the windmill, where to pass, and how to try again if you fail.
Stage acceptance and inspection:A roadmap and three simple rules of the game.
Set up the route: first walk it with the character
Create a new Baseplate, first insert star and Stair in My Models, save a copy, and then use the tutorial code to assemble the route. You can also directly open the supporting rbxl project to try it out.
Stage acceptance and inspection:There are walkable scenes with birth platforms, colorful steps, narrow bridges and terminal islands.
3D Modeling: Make a star with a central axis
Observation star: Four cylinders cross into eight cutting edges. Set all components, place the model WorldPivot in the centre and use PivotTo to drive the whole set of models.
Stage acceptance and inspection:A four-cylindrical star model composed of save controls and centered on the axis.
Must learn action: let star rotate around Y axis
Use PivotTo and CFrame.Angles(0, angle, 0) to rotate the model. Understand that the second parameter is Y, math.rad changes the angle unit, and deltaTime makes the speed consistent with the actual time.
Stage acceptance and inspection:A rotating star whose center does not deviate, whose blades do not spread out, and which can adjust speed and reverse.
Looking back at the basic lessons:Lesson 3 · Lesson 4 · Lesson 6
Program realization: start, fail, customs clearance and retry
Give the starting pad and the terminal receiving event. The rotating blade uses overlapping query to check the character, and returns to the starting point after encountering it; records the status according to the player, and the level is not counted repeatedly.
Stage acceptance and inspection:A game that can be played in its entirety and retried after failure.
Looking back at the basic lessons:Lesson 4 · Lesson 9 · Lesson 17
Interface and Testing: Let Players Know What to Do
Add personal prompt interface. Check the Y-axis, the center of the model, the independent status of both players, and the text on your computer and mobile phone. Turn slowly first, then try a faster version.
Stage acceptance and inspection:Clear gameplay tips and an actual test record sheet.
Looking back at the basic lessons:Lesson 15 · Lesson 17 · Lesson 28
Work delivery: leave your own design and actual machine screenshots
Save editable items, intercept birth, rotating stars and clearance screens. Explain what you have changed; keep the code, model and test records, and choose an upgrade target for the next version.
Stage acceptance and inspection:Project files, codes, three of your own game screenshots and design instructions.
Looking back at the basic lessons:Lesson 30
Your finished work
Delivery Standards for Complete Projects
- There is a clear starting point, gameplay objectives, operation prompts, successful results and retry methods.
- Contains your own scene and prop models, retaining Studio projects or external modeling source files.
- Scripts are consistent with object levels, key rules are validated by the server and rewards are not repeated.
- Reopening the project will complete a full process, with actual test records and known limitation statements.
- Provide gameplay instructions, real screenshots, material sources and version records.
Model production can start from the combination of basic geometry in Studio; when using software such as Blender to create meshes, access Studio according to the official modeling and import documents. Device simulation is used to check the layout, and real device testing is added when conditions permit.